
Some time ago we covered the first module in the A series, Slave Pits of the Undercity from 1980, and you might ask where is A2? Why this jump to A3? Well, I’m sure many people in 1981 had that same question, the truth was that A2 would only come out months after A3 and A4. This, however, should not interfere that much with the game. See, originally these modules A1-A4 were made for a tournament and A1, A2 and the first part of A3 are all first round modules, the winners of which would move on to the remainder of A3 for the semi-final and, on the last day, would play A4.

So, players could conceivably move from A1 to A3 without losing any “plot” flimsy as it is. In fact they could probably move from A1 straight to A4 with some DM tinkering as all of the modules A1-A4 are for characters of level 4-7. Plot-wise however, it’s easy to get from A1 to A3, and by the end of this module you are setup for the beginning of A4. So, A2 coming out months in the future wasn’t that bad. Another thing, as we will see, is that A2 is a stupidly long module in comparison to the others.

So, in this module, after defeating Slavers somewhere else in the world of Greyhawk (depending on if you come from A1 or A2) you fight another Slaver hideout and in the second part you get to the Slaver City of Suderham. This is an extremely detailed city that is a pretty great setting for adventures. By the end of the module you get deep into the slaver’s fortress and are very likely defeated by them which will lead straight to A4, which like a good Elder Scrolls game starts with the party in slaver jail. A loose plot but some interestingly detailed locations in this module.






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